There had been two scripting problems that I needed to address, and I have been dragging my feet at addressing them because I knew that both would require an investment of time and debugging. I was pleasantly surprised to discover that I was wrong on both cases, but for different reasons.
The first problem was the larger problem of the two: getting monsters to not pull NPCs. Some monsters pull other monsters as well as players, and I was annoyed to learn that these monsters are just as happy to pull NPCs. This is a feature – not a bug – for the design belief is that NPCs are people too. I am in full support for equal pulling rights for NPCs, but there are some cases where my carefully placed NPCs need to stay in their carefully placed locations. Tempering a monster's yanking urges would require a way for the NPC to opt-out from the pull. I spent more time thinking about the implementation of this opt-out concept than I did writing the code, and as a result I experienced little in the way of bugs and frustration.
The second problem involved my silly Parting Words script: I discovered that NPCs would continue to speak their parting words to a player long after that player had left the area. The fix for this was both short in time and short in code.
By the end of this evening, I had faced both tasks that I had been dreading and learned that there had been nothing to dread. One change went smoothly due to a lot of planning, and the other went smoothly because the fix was smaller than I had imagined.
There must be an adage that summarizes this experience.
Kill An NPC Every Session
5 days ago
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